include('shared.lua')
 
ENT.RenderGroup = RENDERGROUP_BOTH
  
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--   Name: Draw
--   Desc: Draw it!
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function ENT:Draw()
	self.Entity:DrawModel()
end
 
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--   Name: DrawTranslucent
--   Desc: Draw translucent
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function ENT:DrawTranslucent()
 
	-- This is here just to make it backwards compatible.
	-- You shouldn't really be drawing your model here unless it's translucent
 
	self:Draw()
 
end
 
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--   Name: BuildBonePositions
--   Desc: 
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function ENT:BuildBonePositions( NumBones, NumPhysBones )
 
	-- You can use this section to position the bones of
	-- any animated model using self:SetBonePosition( BoneNum, Pos, Angle )
 
	-- This will override any animation data and isn't meant as a 
	-- replacement for animations. We're using this to position the limbs
	-- of ragdolls.
 
end
 
 
 
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--   Name: SetRagdollBones
--   Desc: 
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function ENT:SetRagdollBones( bIn )
 
	-- If this is set to true then the engine will call 
	-- DoRagdollBone (below) for each ragdoll bone.
	-- It will then automatically fill in the rest of the bones
 
	self.m_bRagdollSetup = bIn
 
end
 
 
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--   Name: DoRagdollBone
--   Desc: 
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function ENT:DoRagdollBone( PhysBoneNum, BoneNum )
 
	-- self:SetBonePosition( BoneNum, Pos, Angle )
 
end
